Related papers: Synthesis in Distributed Environments
Reactive computer systems bear inherent complexity due to continuous interactions with their environment. While this environment often proves to be uncontrollable, we still want to ensure that critical computer systems will not fail, no…
We solve the problem of automatically computing a new class of environment assumptions in two-player turn-based finite graph games which characterize an ``adequate cooperation'' needed from the environment to allow the system player to win.…
We propose Teamwork Synthesis, a version of the distributed synthesis problem with application to teamwork multi-agent systems. We reformulate the distributed synthesis question by dropping the fixed interaction architecture among agents as…
Given a set of interacting components with non-deterministic variable update and given safety requirements, the goal of priority synthesis is to restrict, by means of priorities, the set of possible interactions in such a way as to…
The synthesis problem asks to construct a reactive finite-state system from an $\omega$-regular specification. Initial specifications are often unrealizable, which means that there is no system that implements the specification. A common…
This paper addresses the synthesis of reactive systems that enforce hard constraints while optimizing for quality-based soft constraints. We build on recent advancements in combining reactive synthesis with example-based guidance to handle…
We introduce a formalism modelling communication of distributed agents strictly in continuous-time. Within this framework, we study the problem of synthesising local strategies for individual agents such that a specified set of goal states…
We propose a machine learning framework to synthesize reactive controllers for systems whose interactions with their adversarial environment are modeled by infinite-duration, two-player games over (potentially) infinite graphs. Our…
The problem of distributed synthesis is to automatically generate a distributed algorithm, given a target communication network and a specification of the algorithm's correct behavior. Previous work has focused on static networks with an a…
When considering distributed systems, it is a central issue how to deal with interactions between components. In this paper, we investigate the paradigms of synchronous and asynchronous interaction in the context of distributed systems. We…
We present a general theorem for distributed synthesis problems in coordination games with $\omega$-regular objectives of the form: If there exists a winning strategy for the coalition, then there exists an "essential" winning strategy,…
We present a novel method to compute \emph{permissive winning strategies} in two-player games over finite graphs with $ \omega $-regular winning conditions. Given a game graph $G$ and a parity winning condition $\Phi$, we compute a…
Synthesis automatically generates a process model from a behavioural specification. When the target model is a Petri net, we address synthesis through region theory. Researchers have studied region-based synthesis extensively for…
Two-player games are a fruitful way to represent and reason about several important synthesis tasks. These tasks include controller synthesis (where one asks for a controller for a given plant such that the controlled plant satisfies a…
When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a…
Petri nets provide accurate analogues to chemical reaction networks, with places representing individual molecules (the resources of the system) and transitions representing chemical reactions which convert educt molecules into product…
In order to speed up the synthesis of Petri nets from labelled transition systems, a divide and conquer strategy consists in defining decompositions of labelled transition systems, such that each component is synthesisable iff so is the…
We investigate classes of systems based on different interaction patterns with the aim of achieving distributability. As our system model we use Petri nets. In Petri nets, an inherent concept of simultaneity is built in, since when a…
We study the problem of synthesizing implementations from temporal logic specifications that need to work correctly in all environments that can be represented as transducers with a limited number of states. This problem was originally…
We study synthesis problems with constraints in partially observable Markov decision processes (POMDPs), where the objective is to compute a strategy for an agent that is guaranteed to satisfy certain safety and performance specifications.…